
seekerofshadowlight |

I had forgot to post the list, you'll have time so why not
1: More or less a wand of mage armor, works close enough anyhow..you'll have to UMD to use it however. roughly 20 charges left
2: 2 potions of CLW, 2 Pot of CmW and 1 CSW
3; some type of poison your not sure what. That one ya will need some checks for but don't think any of you will get the DC to be honest. It is not contact however that you can fig out
4: ring of free movement

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Well, if no one who has UMD wants the 'wand', then I'll hang onto it for later sale. Daurros does not have UMD, so he really can't use it. Who wants to hang onto the potions?
And if no one wants the poison, Daurros will hang on to it for now. To ... sell it. Yeah, that's the ticket. Sell it. ;-)

hogarth |

Ardanto wouldn't mind one or two of the potions, as long as some one explains what they are and how they work in layman's terms. Otherwise it is just a jumble of words to him.
He doesn't know what healing magic is, despite having been the target of it dozens of times in his life?

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Note to all: I will be back in China next week for business (leaving Sunday and back Friday). During that time, it is unlikely I'll be able to post (I'll try, but last time if I wanted hotel internet I had to pay out of my own pocket - not gonna happen; I'm cheap). Please NPC me as needed.

seekerofshadowlight |

Cool, bryan have a safe trip man.
And ya need to recall ardantos background....He is just a character in a play after all. But yeah low level magic is very common in eberron. Most towns have magewights who use magic to craft, warforged are common, magic shops and potions are common.
Most people know what they are even if they do not know how they work. Most modern people know what a car, radio, tv and phone do...they may not know who they work, but they know what they do.

"Fathom" |

So, I assume we're talking tactics and such here? Keep the main thread clear etc.
So, have the crew on double watch.
Fathom casting her spells to keep the food and water going as best she can.
Get ready to gear up and go off in search of whatever is creating the things that took over the crew from the "Rage"?

"Fathom" |

So far 1 of 4 Third level spells. 1 of 5 Second level spells. 1 0f 7 First level spells. None for none orisons.
So, Fathom is still useful as far as sporting goes, I am guessing.
Though having an actual direction to go is the other thing.
We could always let the enemy come to us...ambush them and then follow a straggler back to the secret rebel.....um, Follow a straggler back to the hidden Monster lair...
=)

Guard |

The options are numerous and I put all of them in a .doc some time ago, for Seeker to look through.
It's a lengthy document though, so I'm going to highlight possible choises here:
- Cerulean Sandals: Guard wore those some time ago already. Basic effect is water walk, and enhancement to land speed (+5ft. per point of essentia [ppoe]).
- Lightning gauntlets: 1d6 (+1d6 ppoe) electicity damage with melee touch attack (standard action).
- Dissolving spittle: 1d6 (+1d6 ppoe) acid damage with ranged touch attack (standard action).
- Crystal helmet: +2 to will saves, (+1 deflection AC ppoe)
- Planar Ward: protection from mental control
- Spellward shirt: spell resistance 5 (+4 ppoe)
These are the ones I think most benefical.
Currently Guard has 4 slots for soulmelds, which are taken by:
- Incarnate weapon: alignet weapon (+1 to attack and dammage ppoe)
- Mantle of Flames: Creatures attacking take 1d6 (+1d6 ppoe) fire damage.
- Soulspark Familiar: Snem
- Incarnate Avatar: visual effect (+1 insight AC ppoe)

seekerofshadowlight |

And part three of savage tide has came to a close. We have now been at this wackiness 2 years and 8 months :) and have completed 3 parts.
I would like to thanks you guys for sticking around this long, I know I have not been the most reliable updater of late.
And so, onto part Four of savage tide. Here there be Monsters.

seekerofshadowlight |

Oh a note on the storm, I kinda hand waved it in place of playing it out, I know Karkalla and Fathom would be helping folks out of the water when possible as well as some folks might have had spells that would help. And I did make rolls for folks when needed.
Some of that stuff would have went on, I just kinda glanced over it and hit the highlights. I did take those two into account as well as guards walk on water ability for rescuing folks over that went in the water and for counting survivors. I may not have went into detail I should of in my update but I did take ability's into account.

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I tip my hat to your DMing tenacity. How many more adventures are there? Eight?
12 total, so we still have to play through 9 of 'em. So at the current rate (10.7 months per part), we'll finish up in 2019. All I can say is ... BRING IT ON!!!!!!! :-D
EDIT: Hey, at least if what the Paizo folks are saying about new versions of the PFRPG are true, that should coincide nicely with the release of 2nd edition!

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Hey seeker-
Sorry to intrude here, but I know you don't check your email often enough to definitely get it in time. I think we are going to get together for SS on Thursday. With you being sick, I'll assume you won't make it unless I hear otherwise. We'll leave Zerik back at camp if you aren't there.
-d

hogarth |

I keep forgetting to mention this, but since Finn is doing nonlethal damage the T. rex was probably unconscious, not dead. Well, it's probably dead now, with its guts hanging all over the ground. :-)
On a side note, in my opinion it's almost never worth spending an action trying to escape a grapple when you can just keep stabbing your enemy in the face. I'm not sure if that's a good thing or a bad thing.

Finn Killshrike |

I'm sorry for not being online the last couple of days.
I'm a bit out of whack, but for no apparent reason.
No apparent reason!? Ye gods, man, we just barely survived a horrible shipwreck and a dinosaur smorgasbord!!!
That's enough to put even Elminster or Mordenkainen out of whack.